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Paladin: How bad is it...?

First post
Author
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#21 - 2014-01-24 15:11:38 UTC
IIshira wrote:
Novah Soul wrote:
How bad is the Paladin when going up against Angels or Guristas, really? I am looking to train a marauder and I am primarily in Amarr space, so all well and good there, but began to wonder about those occasional missions against Guristas or Angels.

Right now I fly a SNI with roughly 800 dps. Actually, the CM launchers are the only large weapon I have to tech2, so the other three Marauders aside from the Golem will need their weapons trained up, as well as the support skills. The main thing that has been holding me back from the Golem is that missile users do not seem as well received in the incursion communities I have chatted with.

Anyone have any advice or suggestions? It would be very much appreciated. Here is my current character sheet if a reference will be handy: http://eveboard.com/pilot/Novah_Soul

Thanks in advance, and apologies for the slight ramblings, I am a tad scatter-brained currently.


The Paladin is very nice against EM weak rats but you can do a whole lot better in a different ship fighting Guristas or Angels.

Your skills are decent and it looks like both your missile and gunnery support skills are at 4 so either way you're going to spend some time getting those up.

Your ship hanger can hold more than one ship so don't try to use one ship for everything. You could go with the Dominix as some suggested. I've had good success with a MJD fitted one since you can jump to range and insta pop most frigates. Since you already have T2 sentries and Gallente BS 4 this wouldn't require training and if they nerf sentry drones too badly you're not really out much. From what I've read Garde's are going to be useless at range but Bouncer's should work.

I've flown the Golem and it's nice but it doesn't destroy Sansha nearly as fast as the Paladin. It's maybe a little better than the CNR but has EWAR immunity like all marauders so it's nice against Guristas . You can also use your SNI for Guristas since with all those mid slots you can fit 2 ECCM. You'll still get an occasional jam but not all the time.

Missile ships aren't well received by many incursion groups. I'm sure armor fleets are out there but I don't know if they're using Paladins since Bastion wouldn't work in incursions... At least not if you wanted the logi to rep you LOL. I do know that shield Nightmares are well received so this would be an easy transition.


TDF does take paladins and kronos but there is worry over bastion mode as people that dc often with bastion mode on usually loses their ship, but we do have a bastion group, and paladins and well taken with out bastion

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Gregor Parud
Imperial Academy
#22 - 2014-01-24 15:32:05 UTC  |  Edited by: Gregor Parud
Daniel Plain wrote:
iirc this is not quite correct. while pulses (obviously) shine under 30km, the tach pally only beats scorch out to ~70-80km at which point you need to use lower damage crystals which perform worse than scorch. of course once you are past 100km, your puls dps rapidly approaches 0, so you have to go back to tachs anyway.


At 70km the Tach can switch to IN Gamma and vastly out dps Scorch at all ranges, while also doing better damage types against Guristas :)


Fun fact; Tach with MF does more dps than Mega pulse with Gamma. Add Gleam to that and tachs are pretty awesome.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#23 - 2014-01-24 15:39:45 UTC
Gregor Parud wrote:
Tach pally does more dps beyond 30km compared to a Pulse pally and that's generally where Guristas will be; beyond 30km. And when your pulses have to use Scorch a tach fit does more dps everywhere while having massively better damage types for Guristas.


Less baseless hearsay, more facts.
Ohh please, without perfect skills my multifrequency optimal is 31km with pulses, and I can still change crystals without going below Tach damage, and not having uselessly large volleys for small ships. MJD or MWD to close distances or increase them as needed and you should never really be outside of your preferred range anyways.


Agondray wrote:
TDF does take paladins and kronos but there is worry over bastion mode as people that dc often with bastion mode on usually loses their ship, but we do have a bastion group, and paladins and well taken with out bastion

People have started getting reimbursements for those bastion losses due to disconnects though, so apparently that was never intended to happen.
Gregor Parud
Imperial Academy
#24 - 2014-01-24 15:44:48 UTC
Kosetzu wrote:
Gregor Parud wrote:
Tach pally does more dps beyond 30km compared to a Pulse pally and that's generally where Guristas will be; beyond 30km. And when your pulses have to use Scorch a tach fit does more dps everywhere while having massively better damage types for Guristas.


Less baseless hearsay, more facts.
Ohh please, without perfect skills my multifrequency optimal is 31km with pulses, and I can still change crystals without going below Tach damage, and not having uselessly large volleys for small ships. MJD or MWD to close distances or increase them as needed and you should never really be outside of your preferred range anyways.


The second you have to use anything other than IN MF on your mega pulses is the second you do less dps than Tachs (not even counting the damage type issues the OP will have), so why waste time and cap on MWDing around frantically trying to get into MF range? ROF on tachs is pretty good btw.
IIshira
School of Applied Knowledge
Caldari State
#25 - 2014-01-24 16:52:53 UTC
Gregor Parud wrote:
Tach pally works ok against Guristas, while the damage type sucks on a Tach pally (which is what you want to avoid scorch EM damage type) the base dps and damage projection is fantastic. It won't out perform a 425 Kronos because that's too close in damage at range while using the right damage type but it's certainly no slouch. And beyond some 30km it's going to outperform an AC Vargur as well, simply due to not having to rely on falloff even if it does use the wrong damage type.

So that, effectively, leaves missile and drone ships.

Missile ships have flight time meaning you're probably going to waste time waiting for the target to die before firing at a new target (this is especially sucky when using painters). Also, while Turrets may get tracking issues missiles have damage application issues against moving target so as long as the targets move straight at you, which they tend to do in the beginning, turrets are very much better than missiles and since the Tach Pally does such a ridiculous amount of dps stuff generally dies before it gets a chance to orbit.

Drone ships can be really good, sentry domi can do amazing applied dps at massive ranges but, being a sentry ship, they don't move while applying dps which can be an issue when doing multiple pockets


So turret ships perform better (not easier) than missile ships and will probably complete missions faster than sentry ships because of being able to move while firing. And of all the turret marauders the Pally is second in effectiveness (behind the Kronos) against Guristas. End result: damage type won't be ideal but it'll work fine.


I prefer tachs over pulses because I like using the MJD to keep things at range . At 70 km they put out more DPS. Now if you like fighting right in close pulses might do a little better.

Both are kind of sucky against Guristas though. A CNR or Dominix will do much better against Guristas than a Paladin.
Batelle
Federal Navy Academy
#26 - 2014-01-24 16:58:03 UTC
if you're in amarr space, i would train the paladin and not worry about those random other missions. They should be few and far between, and little more than speedbumps to a paladin even with the damagetypes.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

IIshira
School of Applied Knowledge
Caldari State
#27 - 2014-01-24 17:21:23 UTC
Agondray wrote:

TDF does take paladins and kronos but there is worry over bastion mode as people that dc often with bastion mode on usually loses their ship, but we do have a bastion group, and paladins and well taken with out bastion


I wasn't so much talking about DC's but if I'm understanding correctly a ship cannot be remote repped while in bastion mode.
Kagura Nikon
Native Freshfood
Minmatar Republic
#28 - 2014-01-24 19:55:56 UTC
IIshira wrote:
Agondray wrote:

TDF does take paladins and kronos but there is worry over bastion mode as people that dc often with bastion mode on usually loses their ship, but we do have a bastion group, and paladins and well taken with out bastion


I wasn't so much talking about DC's but if I'm understanding correctly a ship cannot be remote repped while in bastion mode.



Neither it needs :P

"If brute force does not solve your problem....  then you are  surely not using enough!"

Malcanis
Vanishing Point.
The Initiative.
#29 - 2014-01-25 00:28:45 UTC
Novah Soul wrote:
How bad is the Paladin when going up against Angels or Guristas, really? I am looking to train a marauder and I am primarily in Amarr space, so all well and good there, but began to wonder about those occasional missions against Guristas or Angels.

Right now I fly a SNI with roughly 800 dps. Actually, the CM launchers are the only large weapon I have to tech2, so the other three Marauders aside from the Golem will need their weapons trained up, as well as the support skills. The main thing that has been holding me back from the Golem is that missile users do not seem as well received in the incursion communities I have chatted with.

Anyone have any advice or suggestions? It would be very much appreciated. Here is my current character sheet if a reference will be handy: http://eveboard.com/pilot/Novah_Soul

Thanks in advance, and apologies for the slight ramblings, I am a tad scatter-brained currently.


Just keep a raven in your hangar for those occasional Guristas or Angel missions

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

IIshira
School of Applied Knowledge
Caldari State
#30 - 2014-01-25 04:38:38 UTC
Kagura Nikon wrote:
IIshira wrote:
Agondray wrote:

TDF does take paladins and kronos but there is worry over bastion mode as people that dc often with bastion mode on usually loses their ship, but we do have a bastion group, and paladins and well taken with out bastion


I wasn't so much talking about DC's but if I'm understanding correctly a ship cannot be remote repped while in bastion mode.


Neither it needs :P

Wow it can tank incursions with local reps? I knew the Marauders were tough but that's pretty good.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#31 - 2014-01-25 13:38:00 UTC
IIshira wrote:
Wow it can tank incursions with local reps? I knew the Marauders were tough but that's pretty good.

Just don't try it in something like a HQ.
Chainsaw Plankton
FaDoyToy
#32 - 2014-01-25 21:01:04 UTC
Malcanis wrote:
Just keep a raven in your hangar for those occasional Guristas or Angel missions


most of the gurista missions are blitzable to the point I don't think I'd even bother changing ships.

Angels extra is just a pain in the ass. I don't even like running it in an all gank machariel. using my vargur I can at least make the excuse that it is too slow to fly "efficiently" and be lazy, but then I lose a whole bunch of damage to falloff.

@ChainsawPlankto on twitter

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